Earlier quoted context omitted.
Electron has literally thousands and thousands of very, very complex UI/UX features offered by the OS, plus thousands and thousands of very, very complex UI/UX features offered by a browser engine. Godot has barely nothing compared to that, as it's not an UI toolkit and never tried to be. Even basic things like "rendering text correctly in multiple languages, with emojis, while making it selectable with the mouse or…
Video game engines absolutely handle text rendering across a wide range of languages. Not all games involve complex text input, but it’s a sufficiently common need that’d I’d expect a generic engine to support robustly. Accessibility is often language in game technology. That should be better. To be honest my first reaction was negative to this idea. But if your comments and links have done anything it’s convince me…
They handle specific subsets of text rendering across a wide range of languages. There's a ton of interactions with the OS-level text interactions that are both difficult to fully enumerate and even more difficult to re-implement non-natively. Font programming can get really, really complex—some of it might be perceived as unnecessary—ligatures, proper kerning, certainly sub pixel rendering, glyph variants, arguably emoji—but others will really suck, like poor interactions with highlighting and cursor movement; replicating native keybindings; replicating differences in how e.g. linux and Macs kill, yank, copy, cut, paste, etc; replicating differences in how "paragraphs" are split into "lines" (logical or visual?) across platforms.... this isn't even touching the complexity of processing input (do you really want to implement wubi chinese? Do you know how to properly handle unicode normalization the same way the local editor does so that typing the same keystrokes causes the same behavior? how about differences between punctuation glyphs between scripts? Are you even handling hyphenation correctly? Does it reflow as expected when the layout constraints change?) and simply processing unicode in a consistent and well-behaved manner.
(and of course this isn't even touching attributed text or rich text editing or combining fonts on a single line....)
> Accessibility is often language in game technology
I'm no expert, but accessibility concerns must be wildly different in a game than in a data-heavy or prose-heavy app. I can't imagine implementing a screen reader without relying heavily on the OS....